This is probably related to https://forums.factorio.com/viewtopic.php?t=126519, but I'm reporting it separately just in case.
With non-blocking saves enabled (but not working - see the aforementioned bug), trigger a game save through the main menu and then click "Quit" before the save has completed ...
Search found 22 matches
- Sat Feb 01, 2025 9:54 pm
- Forum: Pending
- Topic: [2.0.33] Factorio freezes if "Quit" is pressed in the middle of a save
- Replies: 1
- Views: 201
- Sat Feb 01, 2025 9:44 pm
- Forum: Duplicates
- Topic: [2.0.33] Non-blocking saves are blocking
- Replies: 1
- Views: 194
[2.0.33] Non-blocking saves are blocking
After update to 2.0.33, all of the sudden saves are blocking again. I double checked my settings and enabled non-blocking saves for SP and MP games as well and making sure it was selected for the MP game in the lobby settings, but no joy.
You can see from the log that the autosave is supposed to be ...
You can see from the log that the autosave is supposed to be ...
- Sun Jan 12, 2025 12:58 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
- Replies: 19
- Views: 5629
Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
Very nice, thank you for the quick fix!
- Sat Jan 11, 2025 9:22 pm
- Forum: Resolved Problems and Bugs
- Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
- Replies: 19
- Views: 5629
Re: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
I'm fairly sure that was from scratch all in 2.0.30, but I went through and manually cleared every existing deadlock and sure enough here's another one:
That is definitely from scratch in 2.0.30.
That is definitely from scratch in 2.0.30.
- Sat Jan 11, 2025 11:14 am
- Forum: Resolved Problems and Bugs
- Topic: [2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
- Replies: 19
- Views: 5629
[2.0.30] Inserter Deadlock when nutrients spoil in Inserter hand
When items spoil in the inserter hand before they land in the target machine, they are supposed to be put into trash slots as per https://forums.factorio.com/viewtopic.php?p=638498#p638498 . This generally seems to work, however, for the specific case of Nutrients (to be used as fuel for the machine ...
- Thu Dec 05, 2019 11:48 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 305658
Re: Performance optimization - post your saves
Take your existing blueprint and place 2x2 of them. Then remove the rails in the middle leaving everything else as is. Now you have a larger cell that works just like your existing setup.
You can also use landfill paintings (so you have different landfills) to put sand under rails and grass ...
- Sat Nov 23, 2019 7:13 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 19653
Re: 0.17.xx optimizing base for ups
It's not, generating the waypoints is going to be roughly as expensive as a full pathfinding run. The reason it works is that you remember those waypoints for next time, and continue reusing them until the rail network changes.
Except you generate waypoints for all possible path everytime you ...
- Fri Nov 22, 2019 5:26 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 19653
Re: 0.17.xx optimizing base for ups
I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same pathfinder for the waypoints instead of the final destination.
If you're asking what's the best way to ...
- Thu Nov 21, 2019 1:35 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 19653
Re: 0.17.xx optimizing base for ups
How are you suggesting the game find the path to the destination so it can put this waypoint on it?
I'm not sure I understand the question. Factorio already has a pathfinder it can use to reach the waypoints along the way to the final destination, there's no reason it can't use the same ...
- Wed Nov 20, 2019 5:23 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 305658
Re: Performance optimization - post your saves
I have built a lot of megabases and I have faced all of the above problems many times. This is not the first solution I've come up with, but it is by far the best solution I've come up with so far. I've probably missed a few benefits, but the above list will have to do for now.
I never had ...
- Wed Nov 20, 2019 5:18 pm
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 305658
Re: Performance optimization - post your saves
nothing_in_particular.png
It looks to me like you have layd a fine grid of rails over the entire continent!
But why?
A cell size of three smelter columns is way too small to be of any use. Enlarge the cells four times near your base and even more further out. Then you can expand as much ...
- Wed Nov 20, 2019 10:28 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 19653
Re: 0.17.xx optimizing base for ups
for longer trips trains plot a path to an intermediate point that's closer to their destination and then replot when they get (close to) there instead of plotting out the entire path from the get go.
Isn't that waypoints?
More or less, yes. But, automagically generated for the purposes of ...
- Wed Nov 20, 2019 10:26 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 305658
Re: Performance optimization - post your saves
nothing_in_particular.png
It looks to me like you have layd a fine grid of rails over the entire continent!
But why?
A cell size of three smelter columns is way too small to be of any use. Enlarge the cells four times near your base and even more further out. Then you can expand as much as ...
- Tue Nov 19, 2019 3:08 am
- Forum: Technical Help
- Topic: 0.17.xx optimizing base for ups
- Replies: 51
- Views: 19653
Re: 0.17.xx optimizing base for ups
https://forums.factorio.com/viewtopic.php?t=52635
OHGODS. It's a djikstra. The only thing djikstra has over A* is that it is easier to implement. No wonder big railnetworks with lots of intersections are slow.
If you say so. The only time I've ever seen rail path finding being "slow" is ...
- Tue Nov 19, 2019 2:43 am
- Forum: General discussion
- Topic: Performance optimization - post your saves
- Replies: 439
- Views: 305658
Re: Performance optimization - post your saves
I have a ~780 SPM base that I'm loathe to expand because it's starting to drop below 60 UPS on my machine (Xeon E5 2690v2, 64G RAM @ 1600 MHz). Instead I've been tweaking it for better UPS, and after some changes and investigation, it seems a lot of the time is being spent on trains:
nothing_in ...
nothing_in ...
- Sun Mar 03, 2019 8:25 am
- Forum: Minor issues
- Topic: [0.17.1] Placing landfill via blueprint is deceptively hard
- Replies: 1
- Views: 1213
[0.17.1] Placing landfill via blueprint is deceptively hard
Let me just preface this with the fact that I was very excited about bots being able to landfill lakes, that was a huge tedium in late game to do manually.
Ok, so I don't entirely understand the behaviour of landfill when in a blueprint, but it's definitely not how I would have expected it to work ...
Ok, so I don't entirely understand the behaviour of landfill when in a blueprint, but it's definitely not how I would have expected it to work ...
- Fri Feb 16, 2018 11:33 pm
- Forum: General discussion
- Topic: Re-enable blueprinting in unrevealed but scouted area
- Replies: 11
- Views: 6046
Re: Re-enable blueprinting in unrevealed but scouted area
Very much agree with the other comments. Being able to blueprint and deconstruct in areas covered by fog of war is tremendously useful, as it saves a ton of hassle. Please bring it back.
- Tue Feb 06, 2018 1:19 am
- Forum: General discussion
- Topic: Minesweeper - The grenade of the future
- Replies: 13
- Views: 6156
Re: Minesweeper - The grenade of the future
I got really excited when I started to read this. Then I started thinking... "But how do you trigger the mines to kill the trees?"
Noooooo!bobucles wrote:- Mines are eco friendly and will not hurt trees. Who would have thought?
- Sat May 27, 2017 6:51 am
- Forum: Resolved Problems and Bugs
- Topic: [0.15.15] Segfault while setting inserter logistic condition
- Replies: 1
- Views: 959
[0.15.15] Segfault while setting inserter logistic condition
I was setting up some chest/bot fed AM2s and more specifically was setting a logistic condition limit on the output inserter for an array of inserter when the segfault happened.
As I recall it, step by step:
- copy yellow inserter AM2 to requester chest
- set logistic condition on inserter for ...
As I recall it, step by step:
- copy yellow inserter AM2 to requester chest
- set logistic condition on inserter for ...
- Mon Nov 14, 2016 11:57 pm
- Forum: Not a bug
- Topic: Stuck construction bots
- Replies: 5
- Views: 5612
Re: Stuck construction bots
Ah, excellent. Yes, that mod is very helpful. Thanks.